Patch 2.2.10 has been released, this time with the major theme being revitalising naval combat. Two new units have been added for that - the Gunboat and Zhaba - and existing units have been reworked, moved around on the tech tree etc. Hopefully it feels more well structured, chunkier and satisfying to play on the seas.

Europe has also received another dose of adjustments, with the addition of the Quantum Lab and Crackdown power, making them a bit more versatile and less rigid in their playstyle. Screenshots of those changes can be seen below.

Big Features

REWORKED NAVY, including a new ship for both the Allies and the Soviets as well as rebalanced and reworked existing units for more sensible battles on the seas.

NEW CONTENT FOR EUROPE: the Quantum Lab on T2, which now provides the Quantum Leap ability, and Crackdown, a T3 power that equips GIs with riot gear!

NEW CONTENT AT THE SECRET LAB: the Magnetron! On T3, it now slows units to a crawl, and attaches a magnetic effect to them further slowing other nearby enemies. A highly useful support unit.

Lots of big reworks to existing maps with a navy focus, helping to further flesh out that area of the game.

7 brand new, high quality maps for multiplayer!

Updated campaign missions to support the new navy as well as fix a few issues and adjust unit availability.

Over the last couple of months another patch has been procured, this time the BIGGEST since launch. 2.2.9 contains big changes to a number of countries including Japan, Yugoslavia and the Confederation, as well as the 'completion' of European changes that began in the last patch. Take a look at a selection of changes below:

Patch 2.2.8 for YR Red-Resurrection has been released! This one's been somewhat delayed but it has all been for good reasons. In the background, or rather on the discord channel, this patch has been gestating and tested on a weekly basis to include bigger changes than can be achieved in a simple one month patch!

Big Features

EUROPEAN COUNTRY REWORK- Chrono Legionnaires have been moved to T3, and Sonic Enforcers moved up to T4, with related balance tweaks. This is to help make Europe slightly easier to combat on T3, as the Sonic Enforcer/Bishop combo was incredibly powerful, but it also provides them with more mobility and versatility earlier on. Chrono Legionnaires were also underused in multiplayer, making them more relevant now. Furthermore, Speedways have been completely removed and instead Warp Nodes now also buff the speed of surrounding units.

UNIVERSAL SELF HEAL CHANGE- Thanks to a new feature from AlexB, the developer of Ares, it is now possible for combat to prevent self healing- and that is applied to Red-Resurrection. Now, a unit will not self heal for 10 seconds after taking damage. This is great as it prevents certain units being unkillable in certain situations due to out healing damage, such as a single Rocketeer vs a Crazy Ivan. This affects most units in the mod, so healing may be adjusted in future patches to compensate.

TWENTY-TWO BRAND NEW MULTIPLAYER MAPS- many made exclusively for this mod, and all of great quality!

And dozens more changes, including many balance adjustments, bug fixes and graphical tweaks.

Another month, another patch! This time with brand new, exclusive maps, a new gamemode and a whole lot of balance tweaks and bug fixes.

Here's an example of the new gamemode, and one of the new maps!

Big Features

FULL CNCNET SUPPORT - which means you can now view the number of online players from the client user bar (move your cursor near the top of the client window). You can also now visit the main CnCNet lobby from the YR Red-Resurrection client.

NINE NEW MAPS - Including 6 exclusive 1v1s and 3 2v2s.

ONE NEW GAMEMODE - Competitive, with a small select map pool and fixed options for tournament play.

And lots more changes... ranging from bug fixes to balance tweaks to graphical improvements.

Soviet invasion confirmed! This is not a drill! YR Red-Resurrection 2.2 is finally here, no joke!

It is by the far biggest update to the mod ever, having taken the last year to develop (to the month), driven largely by the interest and feedback fromt the little discord community that has developed. The original goal was simply to port the mod to the CnCNet 5 client, making it possible to play online again and increase accessibility, but as it went along it resulted in almost totally overhauling the eight countries as well, making them very individual and unique.

Tonnes of work has gone into this and I definitely want to thank the testers and contributors for making it possible and, largely, a fun experience. Particularly a thanks needs to go to Starkku for making this entire thing possible by providing lots of technical support, particularly with the client, and the toolset he has developed.

And now its out!

Features

Two factions, the Allies and the Soviets with all new arsenals.

Four countries per faction, each with 12-15 unique units, structures and support powers.

An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.

Over 140 new units, structures & support powers (with 75+ added in this patch alone!).

Over 300 multiplayer maps and several game modes, including Dead Resurrection - where infantry killed in combat rise from the dead.

The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.

Progress has come to a head on the development of YR Red-Resurrection 2.2, Commander. The Soviets have amassed their armies, the Allies are prepped for war and the world is a powder keg waiting to blow any day now! Who will you fight for?

Yes, this means the next release is imminent and will feature:

Two factions, the Allies and the Soviets with new arsenals.

Four countries per faction, each with 12-15 unique units, structures and support powers.

An entirely rebalanced experience with rapid, dynamic gameplay providing the player with plenty of opportunities for attack.

Over 300 multiplayer maps and several game modes, including Dead Rising - where infantry killed in combat rise from the dead.

The vanilla Red Alert 2 campaign ported to work with the additional content of Red-Resurrection.

The CnCNet 5 client from rampastring, with additional unique features and menu themes.

To tie you over I've also uploaded a few more videos to youtube recently, the latest of which is a 2v2 with me & tyhednus vs AdmiralPit & modder666 (of Final War). Mistakes were made.

Development on the upcoming version of YR Red-Resurrection started back in May, and since then there has been massive progress, perhaps the most productive modding year of my life. Just in the last 7 months or so there have been over 80 new units & powers added to the eight countries, with constant multiplayer balance testing along the way which has largely driven development. This has not been a release built on theory but on practice, so hopefully when the mod finally gets to you it will feel polished and well rounded, and as quality as a more-or-less one man developer can make it.

Here is a recap of the recent country showcases that have been uploaded already to ModDB.

Only Yugoslavia and Japan left to show off, though even then these are not all the unique features of each nation. I hope to find time to do some more detailed previews and explanations of the countries later.

The release is not all that far away either. I wanted to get it out before the end of the year, however that won't quite happen, but early sometime next year is not an unreasonable goal. Work on wrapping up the mod has been ongoing for a little while, such as writing the manual to explain all the new stuff!

The next version will actually come with an OFFLINE manual (as well as it being available on the web) that you can get to by simply clicking a button in the main menu. The manual will feature lore and explanations on each unit as well as hopefully all the necessary info you need to get a grasp of the different countries, such as with the following example.

I've been trying to make it as user friendly and useful as possible. Here is a nifty little toggle feature that allows you to easily swap between viewing all or specific country units on each page!

That should allow decent customisation in the way you want to view the information, without cluttering up the screen or being particularly distracting. Anyway, there has been plenty more going on and development shall continue rapidly, so stay tuned and follow here or on Facebook for more little snippets of info!

Red-Resurrection Multiplayer Beta 2.0 is release! Bringing the dynamic of Red Alert 2 back to Yuri's Revenge, the Allied and Soviets once again wage war with all new weapons and arsenals. Utilizing the powerful abilities of the Ares DLL engine expansion, Red-Resurrection offers a whole new multiplayer experience.